The last time I played Mutants and Masterminds 2e I tried to make a character that imitated a giant tarantula (kind of a subverted Spiderman). But I never got to grips with Alternate powers :

A particularly important power feat is Alternate Power, which allows you to use one power to essentially duplicate the effects of another. So, for example, you can
use your Telekinesis to create a powerful kinetic blast, or your Fire Control to forms sculptures of flame. Many of the powers in this chapter list potential Alternate
Power feats suitable to the power’s effects. The listing in the Power Feats section describes Alternate Powers in detail but the important limitations to keep in
mind is that a set of Alternate Powers (called an array) must all have the same costs and you can only use one of them at full power at any one time.

Emphasis mine.

My issue was that when I tried to make different venoms alternate powers, two different venoms would concflict; one would stop when when the other began.

I don't understand the best way to design alternate powers to make the most of both of them. Should the alternate powers be thematically the same, or different? Should I just make sure none of them have on going effects?

What things do I need to keep in mind when making Alternate Powers in M&M?

1 Answer
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Alternate Power is best used for effects that are thematically similar, useful one at a time, and with a duration that's either instant or continuous. If the duration is sustained, or maintained by concentration, you'll find yourself having to drop one effect or another during the change in slots, which can feel disruptive. AP is really good at helping simulate "energy controllers" or other types that can manipulate an element in a variety of ways, but don't necessarily need to do more than one trick at a time. It's also good for "arsenal" characters or other utility-belt builds.

Ok so making powers continuous. Is there anything else?
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PureferretJan 20 '12 at 20:26

@Pureferret There could be. Why don't you put the power write-up in the question so we can offer suggestions?
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JadascJan 20 '12 at 20:34

I'm looking for generic advice, as the campaign I played in is over, and I no longer have my character sheet. I still don't understand the best way to build generic powers though.
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PureferretJan 21 '12 at 0:39

That's brilliant. Thanks. It's a little clearer now. I don't think I was tying it in with the reasoning behind powers, like utility-belts, or playing as an energy-controller.
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PureferretJan 21 '12 at 21:48